Limitless Worlds

Thursday, February 28, 2013

I know, I know. Tanner, what about the "of Lore" books? And Pulpwood? I'm still in the swing of school, so things are slow. However, I do find myself enthralled by post-apocalypse, and I am planning on writing an Other Dust supplement.

This supplement will be very short, and I'm working on it literally right now. It's gonna be called "Perils of the Wastes," and it will add a dose of weirdness to any Other Dust campaign.

Perils of the Waste will detail about 60 new monsters, possibly more, for use in any Other Dust campaign. Divided between technological threats, mutant aberrations and alien monstrosities, plenty of weird, yet familiar, creatures can stalk the halls of your ruins.

I'm also going to detail some super-futuristic traps and hazards, such as laser grids, sewage spills and more.

Each "section" of creatures will also have details to play some new Other Dust races: the Rootfolk (already published in this blog), cyborgs and aliens. Hell, I may even throw in some experimental alien tech.

Below are the first three monsters for the "Technological Terrors" chapter: the Cell Spider, Cerebrum and Chromehound

Cell Spider

No. Enc: 1

Movement: 20’

AC: 8

HD: 1–2

Attacks: +5/Burrow

Damage: Special

Save: 15

Morale: 10

Loot Type:

Skill Bonus: +1

Cell
spiders are crafty robotic creatures about the size of a palm. They look
similar to spiders, but they are robotic, only have four legs and no distinct
head. They have a minor shapeshifting ability that allows them to temporarily
look like any hand held device, such as a cellphone, dataslab or a GPS device. A
perception roll of 11 or higher will reveal the creature for what it truly is.

When the
cell spider sees the moment is right, it will snap out of its alternate form
and begin violently burrowing into the holder. Its target is the brain, and it
takes 1d4 rounds for it to reach it. If the cell spider ever reaches the brain,
it instantly kills its host. For every round in between the spider’s voyage,
the victim takes 1d6+2 damage. The cell spider can be “dug out” with a knife or
other sharp object, but this requires a successful Physical Effect save. If
successful, the cell spider is removed and the victim takes 1d4 damage from the
knife wound.

Cerebrum

No. Enc: 2d4 (1d20)

Movement: 30’ land, 20’ flight (case only)

AC: 5

HD: 3

Attacks: +4/weapon, +2 Ram (case only)

Damage: By weapon, 1d4 (ram)

Save: 11

Morale: 7

Loot Type:

Skill Bonus: +2

Cerebrums
are brains in jars, to put it bluntly. Powerful psychics that had enough of
their puny, mortal bodies, they had their brain surgically removed and placed
in a life-sustaining plastic capsule. The capsule was then mounted on an
intimidating robot body. In dire straits, a Cerebrum can detach the case from
the body. The case has small boosters that allow it to fly away and escape,
though the case itself is relatively defenseless. Cerebrums often have at least
one psychic power, perhaps two.

Cerebrums
are enslavers who capture people to experiment on their minds. The large amount
of psychic energy they possess has caused their minds to collapse, and few have
rational thoughts any more.

Chromehound

No. Enc: 1d4

Movement: 40’

AC: 6

HD: 4

Attacks: +4/Bite and paralyze

Damage: 1d6

Save: 13

Morale: 4

Loot Type:

Skill Bonus: +1

Chromehounds
are robotic dogs that appear as feral wolfs. Covered in glistening metal with
massive haunches and steel fangs, they are ruthless hunters and trackers. They
often prowl alone, serving as a “retriever” for their master.

The
chromehound’s teeth drip a powerful neurotoxin that almost instantly paralyzes
anyone it bites. When bitten by a chromehound, you must make a Physical Save
effect or become completely paralyzed within 2 rounds. When paralyzed, you can
still feel sensation and you are aware of everything, but you are as still as
stone. This poison lasts about 6 hours, often long enough for the chromehound
to drag its victim back to its master.

Wednesday, February 27, 2013

Some more Other Dust stuff for you today. Other Dust is somewhat of a gritty setting, but since the system is so easy to understand, hacks to it require no effort.

Thus, below I present some odd background packages to help add some weirdness to your Other Dust campaign. Probably the most understandable would be the Aliens, given that they are already present in the setting. I chose to make these backgrounds as I think the mutation system can emulate their weird abilities better than tacking on an entire new subsystem.

I also detail the Slagfolk, who are basically animated piles of rocks. This one is pretty far fetched, even for post-apocalypse gaming, but a cool idea none-the-less.

Edit: Though all these backgrounds are usable, as well as the Slagfolk, I'd say if you want to stay true to the general nature and setting of Other Dust, you should at most use the Alien background. I do think, however, that Rootfolk are generally inline with Other Dust, though their concept is pushing it haha.

Alien

You are a being from another world, probably left behind after the Highshine ravaged through the planet. There are hundreds of species of aliens, and yours is probably unique. Aliens are a dying breed, but you went out into the wastes to either restore your race or return to your astral home. The type of alien a character is should be described by the player, with their mutations being instead natural qualities of the species.

Skills: Culture/Traveler, Computer, Vehicle/Space, Science

Time Displaced

You are a human from the far past who was unceremoniously dropped into the middle of the wastes. Perhaps all the unstable nuclear, chemical, technological and biological reactions of the disaster ripped open a rift in time, or maybe a piece of advanced pretech opened a portal to your homeland. Either way, you are here now and must survive as everyone else does.

Skills: History, Survival, Language, any one time period appropriate skill

Undead

You died not long before, or possibly during, the Last War when nuclear fires consumed the skies. When the Highshine eventually reached your corpse, it reanimated you back from your peaceful rest from the world. You have returned from your just reward into a hell unlike any that you could imagine. Undead are usually barely decomposed or partially, but the Highshine has managed to nullify the rotting process. As of current records, no undead has died again from old age, though they can be killed

Skills: Profession/Any, Tech/Pretech, Survival, Combat/Unarmed

UnnaturalYou are not truly a monster, but the mutations you have suffered have given you that appearance. You are often treated like an outcast. Unnaturals have forms that make them appear as ghosts, vampires, angels, demons, lycanthropes and many other things, but they are just oddly mutated humans. Often, this namecalling gets to their heads, causing unnaturals to actually believe they are monsters of myth.

Skills: Culture/Traveler, Persuade, Survival, ReligionSlagfolkSlagfolk are even rarer than Rootfolk, in that there are probably only about 200 slagfolk known. Slagfolk are humans whose DNA was combined with mineral and gem crytals, make them basically humanoid golems. They appear to be made of rocks or gems, but they bleed and injure like everyone else.

Slagfolk have a natural armor class of 6 due to their rocky hides. They also add 1 to either their Strength or Constitution scores. Being a Slagfolk costs 1 mutation pick.

Saturday, February 23, 2013

What post-apocalypse game would be complete without the often strange mutant plant! In Other Dust, almost all post-apocalyptic tropes exist, from psychics to mutants to mutated animals to robots. But alas, no mutant plants! Well fret not, as below I present to you a new playable race: the Rootfolk!

Rootfolk

When the Highshine created the Beastfolk, the same garbled DNA that was meant to protect animals was also meant to protect plant life. Instead of mutating the injured or corrupting them into Beastfolk, the Highshine sometimes restructured DNA to be plant-based.

Now called Rootfolk, these vegetable creatures have somehow managed to form a small life for themselves. Rootfolk are much more rare than Beastfolk, and many Rootfolk live either alone or in small colonies of 10 or 20. Many humans can not contemplate sentient plants, so the Rootfolk choose to hide themselves away.

Rootfolk, being made of plants, are susceptible to fire. If they are ever exposed to fire, they roll the damage they take twice and apply the highest number. Rootfolk need to eat and drink, but no more than a regular human would.

Rootfolk as PCs

Rootfolk function under the same principle as Beastfolk: to be one, you have to sacrifice some rolled mutations. Further, in Other Dust, Beastfolk are rare, but Rootfolk are even more scarce. Many people can go their entire short lives without ever hearing about Rootfolk, let alone seeing one.

Rootfolk fall under three broad categories:

FungifolkFungifolk are probably the strangest Rootfolk, considering funguses are not technically plants. Fungifolk come in a wide variety of types, but the most common have large caps on their heads and gills under them where they store their spores. Fungifolk are generally sagacious and non-confrontational, wishing to spend more time expanding their minds than surviving.

Fungifolk gain the somewhat nocturnal habits of their ancestors, and they are able to see in the dark up to about 60 feet. Further, if a Fungifolk is ever killed, they release spores in the general area. In 1d6 days, the Fungifolk will "regrow" from one of these spores, albeit at one level lower than what he was before death. Being a Fungifolk costs 1 mutation pick.

TreefolkTreefolk are huge creatures, often standing between 7 and 8 feet tall and covered in thick bark. Treefolk like to see themselves as wardens of nature, protecting all who dare do it harm. They are extremely steadfast and sturdy and often say little. To them, talk is cheap and should not be wasted.

The heavy bark and evolved immune system of a Treefolk grants them +2 HP per level, regardless of class. Treefolk also add 1 to their Constitution and Strength, but subtract 1 from their Intelligence. Being a Treefolk costs 2 mutation picks.

FlowerfolkFlowerfolk are the most varied of all Rootfolk. Flowerfolk can have ancestral ties to bushes, vines, weeds, root vegetables, cacti and more. The common link is that they all produce some kind of bloom, be it a flower or fruit. Flowerfolk are the most common Rootfolk, and they tend to be the most adventurous and willing to explore.

Flowerfolk usually have some natural defenses to protect themselves, such as thorns, mild poisons or heavy fruit. A Flowerfolk has a natural melee attack that deals 1d6+2 damage. Flowerfolk also add 1 to their Dexterity, but subtract 1 from their Wisdom. Being a Flowerfolk costs 1 mutation pick.

Friday, February 22, 2013

So I've been throwing around SWN lately, and I thought it would be cool to introduce a class that is the tech expert, even more so than the Expert. Thus, I made up the Nanist class.

The Nanist actually has nanites embedded in his blood stream that can be released at any time, allowing him to strip scrap materials and eventually reshape them into a desired form. It uses the item creation rules from Other Dust, and he kind of serves as a weird mage character that can pull matter out of thin air. I think that Psionics are more than enough "magic" in SWN, but it would be cool to have a more tech oriented class.

Nanists

Prime Attributes: Intelligence or Dexterity

Hit Dice: d6

Special Ability: Nano-Fabricate

The Nanist can break down any scrap he can find using the nanobots that swim through his blood stream. He can then later recycle this scrap to fabricate almost any item he chooses. Four units of scrap can create 20 rounds of ammo, one Type A energy cell, a stim or any other consumable good. 8 units can build handheld equipment, 20 can build a piece of armor, and as many as 60 units are required to build vehicles or other large items.The Nanist must have an appropriate Tech skill at a level equal to the tech level of the object. The Nanist must make a successful Tech skill roll to create the item, and the actual fabrication process takes about a day per Tech level of the item.

Hive: You have become less of a person, and more of a shell for your nanites. They control you more than you control them, and you aim to supply them with as much scrap as possible. The tech they create is just your payment.

Skills: Tech/Any, Computer, Navigation, Science, Security, Survival

Archaeotech: Your aim is to discover the mysteries of ancient technology, alien or otherwise. You desire to find blueprints to build these often forbidden machines of extreme power, often times maltech.

Craftsman: You use your nanites for a more noble use: creating items for the needy. You scour the planets for scrap and then build items for the destitute or your loved ones. It is often a thankless job, but it's rewarding.

Spy: You share a sensory bond with your nanites, and they have in turn increased your agility and perception. You enter high risk areas to find the best tech and take it for yourself, or you possibly steal plans to sell to the highest bidder.